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  • Open Projects: The Journey – Episode 5

    Open Projects: The Journey – Episode 5

    Join our EMEA Creator Advocacy team for the last episode of 2020, where we take a close look at the game architecture behind “Chop Chop,” the first community-driven Unity Open Project.

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  • Furioos: Web Streaming for Real-Time 3D

    Furioos: Web Streaming for Real-Time 3D

    Learn the ins and outs of Furioos, a new cloud-based service that lets you stream fully interactive 3D experiences from Unity – with peak visual quality – in any web browser.

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  • Behind the Game: Little Orpheus

    Behind the Game: Little Orpheus

    Go behind the scenes with The Chinese Room, the studio that launched Little Orpheus, a beautiful 2.5D platforming game that IGN calls “one of the best things to come out of Apple Arcade so far.”

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  • Little Orpheus Tech Talk: Developing for Apple Arcade

    Little Orpheus Tech Talk: Developing for Apple Arcade

    In this deep dive into their development process, The Chinese Room shares lessons learned creating their first Apple Arcade title, Little Orpheus, and how they empowered their artists and designers.

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  •  Neonverse – Lessons and Best Practices Learned

    Neonverse – Lessons and Best Practices Learned

    In this session, learn how the developers of Neonverse created a highly performant mobile game with beautiful visuals by combining vertex lighting with new techniques, animating in Shaders, and more.

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  • Global Unity Meetup: Creating Ray Traced Scenes

    Global Unity Meetup: Creating Ray Traced Scenes

    Join Unity Insiders and guests for a live deep-dive discussion on creating ray traced scenes in Unity. The Global Meetup connects developers from every corner of the world.

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  • Using Magic Leap with AR Foundation in Unity 2020.1

    Using Magic Leap with AR Foundation in Unity 2020.1

    Learn how to use AR Foundation to quickly develop or port your AR experience to the Magic Leap 1 headset, while still being able to incorporate Magic Leap-specific features into your apps.

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  • Training & Deploying AI for Industrial Robotics

    Training & Deploying AI for Industrial Robotics

    Train your AI for robotics entirely in Unity, saving time on data collection. Learn about domain randomization from Cross Compass and hear from Accenture how this is shaping the future of robotics.

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  • Leveraging Unity in the New Age of Digital Twins

    Leveraging Unity in the New Age of Digital Twins

    Learn how Booz Allen leverages Unity Reflect and digital twins to create a holistic planning process and identify long-term cost savings techniques.

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  • Capturing Profiler Stats at Runtime

    Capturing Profiler Stats at Runtime

    Learn how to get precise performance metrics when your project runs on the target device. In this session we use Unity 2020.2’s runtime ProfilerRecorder API to display in-game stats like draw calls.

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  • ArtEngine: Key AI-Assisted Artistry Features

    ArtEngine: Key AI-Assisted Artistry Features

    Join Sebastian Pohl from Binary Impact as he demos an example-based workflow in Unity ArtEngine, showing you how its AI-assisted artistry automates and accelerates PBR material creation.

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  •  Adding Features to Native Apps with “Unity as a Library”

    Adding Features to Native Apps with “Unity as a Library”

    With Unity 2019 LTS, we officially give creators the ability to insert features powered by Unity, including augmented reality, directly into native apps. Learn when and how to use Unity as a Library.

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  • Shader Graph Master Stacks: Create for Both URP and HDRP

    Shader Graph Master Stacks: Create for Both URP and HDRP

    Join us for a demo of the new Shader Graph updates in Unity 2020.2, which make it much easier to create graphs that work in both the Universal Render Pipeline and the High Definition Render Pipeline.

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  • First Look at Unity 2020.2’s Features

    First Look at Unity 2020.2’s Features

    Join us to see Unity 2020.2’s features in action. In the Editor, we’ll show you the new tools, improvements, and fixes for all major areas. The session is hosted by Unity Creator Advocate, Amel Negra.

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  • Industrial Design and Prototyping with Bolt

    Industrial Design and Prototyping with Bolt

    Learn how designers and artists in automotive and manufacturing can create interactive visualizations of their prototypes and designs in Unity – without programming skills.

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  • Crunching the Numbers: Navigating Mobile-Game Metrics

    Crunching the Numbers: Navigating Mobile-Game Metrics

    Are you developing an indie mobile game? Join us and our partner Adjust to learn about core metrics, reporting, and optimization, and the steps you can take to get your game to the next level.

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  • Behind the Game: Hardspace: Shipbreaker

    Behind the Game: Hardspace: Shipbreaker

    Blackbird Interactive recounts Hardspace: Shipbreaker's journey from game jam idea to chart-topping early-access title on Steam and how Unity helped enable the game’s evolving, ambitious vision.

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  • Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph

    Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph

    Hardspace: Shipbreaker artist David and programmer Trevor show you how they use Unity’s Visual Effect Graph to create dynamic and customizable explosions with data-driven VFX parameters.

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  • Open Projects: The Journey – Episode 4

    Open Projects: The Journey – Episode 4

    The journey continues! Join our EMEA Creator Advocacy team for an update of “Chop Chop,” the first Open Project. We’ll focus on the Audio system, Shader add-ons, community contributions and new tasks.

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  • It's Live! Now What? Make Your Indie Game a Live Service

    It's Live! Now What? Make Your Indie Game a Live Service

    Find out why having a live service model in your indie game matters and discover the advantages. We discuss how to create real live service campaigns, in-app content, comms, marketing, and more.

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